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FPSC Classic Models and Media / Character is Face-Down

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Walking Dead Productions
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Joined: 6th Apr 2006
Location: USA
Posted: 21st Sep 2006 20:16
I rigged a character and his animations work fine in the game, except for the fact that he is face-down! Is there a way to correct this in the FPE? I know fixnewy fixes the y-axis, so I tried fixnewx, but it has no effect.

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Locrian
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 21st Sep 2006 20:47
More then likely this is an issue with the way you've exported. Or it is in my case as I've had this happen. Sometimes even if the "Left handed axis" is checked it dose not export this way with animations. This never seems to happen to me with static objects. I often export the same object 2 or more times without changing anything and this straightens him up in FPSC. You may also notice that your check your settings and after you export Left Handed is again unchecked( it should remember the previously used settings). You can try the RotX: -90 but many times this will place your char half in the floor. I belive this to be more a plugin issue then your problem man.

And fix new Y probly just rotates the guy on the face down position huh? Try to export it again. Don't use "export selected" clear the scene of anything you may have placed for size reference and use "Export". Make sure that the settings are exactly like on the FPSC tutorial page. I've even noticed that exporting the TGA with the model has effected it's position for some screwy reason.
Walking Dead Productions
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Joined: 6th Apr 2006
Location: USA
Posted: 22nd Sep 2006 03:57 Edited at: 22nd Sep 2006 03:58
Yeah, it's funny. Before I rigged it, I exported it and used it as a static entity to see what it would look like in the game, and it worked perfect. But once rigged, it is flipped face-down. I tried re-exporting it several times but it still comes out face-down.
I've attached a screenshot of the static entity before it was rigged.

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CLiPs
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Joined: 20th Jan 2006
Location: California
Posted: 22nd Sep 2006 06:19
you know if you use keys 1 thru 6 on the keyboad not the number pad when placing an entitiy on the map will rotate that entity... but you all knew that alread



Have you downloaded your CLiPs today.
Walking Dead Productions
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Location: USA
Posted: 22nd Sep 2006 08:22
Yes, but that doesn't work with animated characters

Screwed Over
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Posted: 22nd Sep 2006 23:04
just a thought, but have you tried rotating it in your editor?

btw, from what i can see, thats quite a nice model


The Day will come when humanity ends.
Reality Forgotten
FPSC Reloaded TGC Backer
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Location: Wichita Falls TX
Posted: 23rd Sep 2006 08:24
put him back in the modeller and reposition him. or reposition him in the fpe file.
Walking Dead Productions
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Posted: 23rd Sep 2006 09:07
How do you rotate the character around the x-axis in the fpe file? I can't repostion it in the modeller, because it is positioned correctly before it is rigged. Once it's rigged with the biped and exported, it shows up face-down in FPSC. But it can't be rotated once it is rigged, it has no effect... unless some one else knows a way.

Reality Forgotten
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Posted: 23rd Sep 2006 09:11
can you rotate the biped before you apply your model to it?
Walking Dead Productions
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Location: USA
Posted: 23rd Sep 2006 09:12
Hmm... I'll try it and see if it works. Thanks

Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 23rd Sep 2006 09:13
Let me know if that worked.

RF
Locrian
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Joined: 21st Nov 2005
Location: Burton Mi.
Posted: 23rd Sep 2006 09:38
yeah you can rotate the biped but soon as you apply the .bip file it goes back to up in 3dmax. Use this man.

Quote: "
;orientation
model = bouncer.x
offx = 0
offy = 0
offz = 0
rotx = -90or maybe 90 depending. Bet its "-"
roty = 0
rotz = 0
scale = 100
fixnewy = 180"

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